#Auto_Maze
"Auto Maze" by Markus777777 & Retsot [Fun]
DDNet-Testing 02/28/2026 11:18 PM

Mentions:

@markus777777
Auto Maze — Testing

@Markus777777 this is your map's testing channel!

⚠️ Post map updates here and remember to follow our mapper rules! ⚠️

If possible, include a playthrough of your map, so our testers have a better understanding of your idea of a map!

ERRORS

⚠️ Your map contains errors, please fix them as soon as possible. ⚠️ Your map has been automatically moved to WAITING Mapper in the meantime.

A full map preview can be found HERE.

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DDNet-Testing 02/28/2026 11:18 PM
🆙 2
DDNet-Testing 02/28/2026 11:18 PM

Map 🐞:

🐴 3
markus777777 02/28/2026 11:19 PM

on fun maps??💀💀💀💀

markus777777 02/28/2026 11:19 PM

Okay, we can't even add them in theory

retsot 02/28/2026 11:20 PM

for testing: what should not be in the maze

  • no inaccessible areas
  • no closed loops (there should be only one way to get to a cell without backtracking)
retsot 02/28/2026 11:20 PM

(PLEASE send demo where it happend i cant do much without it)

retsot 03/01/2026 1:09 AM

optimized the map a bit

DDNet-Testing 03/01/2026 1:09 AM
️⚠️ Map filename must match channel name. ⚠️
Deleted User 03/01/2026 1:51 AM

send the right name

Deleted User 03/01/2026 1:51 AM

pls

Deleted User 03/01/2026 1:52 AM
@retsot@markus777777

Is it normal for the maze to already be formed, but for me to still be teleporting?

Deleted User 03/01/2026 1:55 AM

This map is really fun. The only thing I didn't like was that it took 2-3 minutes. Would it be possible to reduce that time?

ramirok_ 03/01/2026 2:08 AM

Ge

Deleted User 03/01/2026 2:32 AM

Ge

yaccre 03/01/2026 5:51 AM

add dummy for parallel processing

👍 2
yaccre 03/01/2026 5:51 AM

2 tee core cpu

markus777777 03/01/2026 7:03 AM
markus777777 03/01/2026 7:09 AM

optimized the map a bit

🆙 2
DDNet-Testing 03/01/2026 7:09 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

❌ 1
waterc0lours 03/01/2026 8:09 AM

the latter is not a requirement for a maze to be a maze. mazes can still have multiple walls not connected to each other, so that is up to the mapper

markus777777 03/01/2026 8:11 AM

There are different labyrinths, we made the simplest version of the labyrinth and it shouldn't have this

markus777777 03/01/2026 8:13 AM

There are just many variations of manifestations for the second point, for example, here is one of them

.ankru 03/01/2026 8:16 AM

please dont use draggers, theyre really slow

waterc0lours 03/01/2026 8:19 AM

if that's so, then so be it, if you want your mazes not to have that. just... some clarification wouldn't hurt, since both configurations are valid mazes

.ankru 03/01/2026 8:28 AM

are you guys trying to do randomized depth first search ?

retsot 03/01/2026 8:59 AM

what would be the better alternative?

retsot 03/01/2026 8:59 AM

i think that is what its called

retsot 03/01/2026 9:00 AM

with the way the algorithm works if there are loops then something is broken

.ankru 03/01/2026 9:01 AM

literally anything else that doesnt use draggers

retsot 03/01/2026 9:02 AM

but how do i check if the switch if closed without them tho???

retsot 03/01/2026 9:02 AM

i guess flipping it over would work but falling is not that much faster

.ankru 03/01/2026 9:05 AM

so what youre trying to do is a simple "if x closed then..." ?

retsot 03/01/2026 9:08 AM

yes

retsot 03/01/2026 9:09 AM

also else:

.ankru 03/01/2026 9:09 AM

theres plenty of maps to take inspiration from

retsot 03/01/2026 9:10 AM

idk i dont play ddnet

.ankru 03/01/2026 9:11 AM

this is not the absolute fastest but i like doing them like this

retsot 03/01/2026 10:23 AM

made the maze generation faster

☑️ 4
DDNet-Testing 03/01/2026 10:23 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

DDNet-Testing 03/01/2026 10:23 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

retsot 03/01/2026 10:24 AM

😢

markus777777 03/01/2026 10:25 AM
🆙 2
DDNet-Testing 03/01/2026 10:25 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

DDNet-Testing 03/01/2026 10:25 AM
⚠️ No changelog found! ⚠️

@Markus777777 Please save our testers some time and include a changelog ALONGSIDE your map uploads (pref. with screenshots) !

markus777777 03/01/2026 10:25 AM

ez

retsot 03/01/2026 10:25 AM

bad bot

DDNet-Testing 03/01/2026 10:25 AM

Sowwy :c

markus777777 03/01/2026 10:27 AM

made the maze generation faster

retsot 03/01/2026 10:27 AM
retsot 03/01/2026 10:31 AM

forgot to delete testing stuff

☑️ 4
DDNet-Testing 03/01/2026 10:31 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

😠 2
DDNet-Testing 03/01/2026 10:31 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

markus777777 03/01/2026 10:34 AM

forgot to delete testing stuff

🆙 2
DDNet-Testing 03/01/2026 10:34 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

retsot 03/01/2026 10:48 AM

added missing 27tp

☑️ 2
DDNet-Testing 03/01/2026 10:48 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

DDNet-Testing 03/01/2026 10:48 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

markus777777 03/01/2026 10:50 AM

added missing 27tp

🆙 2
DDNet-Testing 03/01/2026 10:50 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

.ankru 03/01/2026 10:53 AM
@markus777777
markus777777 03/01/2026 10:53 AM

thx

.ankru 03/01/2026 10:56 AM
.ankru 03/01/2026 11:02 AM
retsot 03/01/2026 11:15 AM
  • fixed bugs
🆙 2
DDNet-Testing 03/01/2026 11:15 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

cammostripes 2
DDNet-Testing 03/01/2026 11:15 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

markus777777 03/01/2026 11:18 AM
  • fixed bugs (Can you make it so that
@retsot

can send too?)

🆙 2
DDNet-Testing 03/01/2026 11:18 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

DDNet-Testing 03/01/2026 11:23 AM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

retsot 03/01/2026 11:25 AM

???

Deleted User 03/01/2026 2:37 PM

try this pls

ramirok_ 03/01/2026 2:37 PM

i think this can be better if the generator generate 5 stages for example

ramirok_ 03/01/2026 2:38 PM

like 5 rooms

Deleted User 03/01/2026 2:39 PM

2 min generating for -10 secs map its bad 😭

ramirok_ 03/01/2026 2:39 PM

too the color combination can be better too light

retsot 03/01/2026 2:39 PM

it literally doesnt even make sense.

retsot 03/01/2026 2:40 PM

not enough switches for that

Deleted User 03/01/2026 2:40 PM

1 tee = 2 min 2 tee = 1 min

🧠 3
retsot 03/01/2026 2:40 PM

it takes max 50 seconds what do you mean 2 minutes

ramirok_ 03/01/2026 2:41 PM

1 30 seconds

ramirok_ 03/01/2026 2:41 PM

can take

markus777777 03/01/2026 2:41 PM

One person told me that the map is too dark

markus777777 03/01/2026 2:41 PM

💀

Deleted User 03/01/2026 2:42 PM

try 30 sec max and ready

retsot 03/01/2026 2:42 PM

it can theoretically take the age of the universe

ramirok_ 03/01/2026 2:42 PM

that the other rooms reuse those switches and that all the mazes are fine 🔥

Deleted User 03/01/2026 2:43 PM

4 clients for the best maze 🔥

markus777777 03/01/2026 2:43 PM

On the time calculator, division takes longer to generate, an interesting fact

ramirok_ 03/01/2026 2:43 PM

1 12 seconds 🔥

ramirok_ 03/01/2026 2:44 PM

0 / 0 ez

.ankru 03/01/2026 2:44 PM

uhh no

ramirok_ 03/01/2026 2:44 PM

but here i need wait 1m to play 10 secs

ramirok_ 03/01/2026 2:44 PM

the calculator

ramirok_ 03/01/2026 2:44 PM

i dont wait to play any

ramirok_ 03/01/2026 2:44 PM

i wait a number

ramirok_ 03/01/2026 2:44 PM

if i want speedrun this

ramirok_ 03/01/2026 2:44 PM

i need wait 1m

ramirok_ 03/01/2026 2:44 PM

to have luck

ramirok_ 03/01/2026 2:44 PM

of a good maze

ramirok_ 03/01/2026 2:45 PM

and do nice time

Deleted User 03/01/2026 2:45 PM

ok sorry

ramirok_ 03/01/2026 2:48 PM

exist the prob to have all switchs off

@retsot@markus777777
ramirok_ 03/01/2026 2:48 PM

?

ramirok_ 03/01/2026 2:49 PM

in the info and fun can add turn off entities

ramirok_ 03/01/2026 2:49 PM

or min in the fun room

markus777777 03/01/2026 2:50 PM

I don't know how you generate 2 minutes, it usually takes 50 seconds. Maybe you're just catching a super mega ultra big unluck

retsot 03/01/2026 2:50 PM

no

markus777777 03/01/2026 2:50 PM

no

Deleted User 03/01/2026 2:51 PM

its 50 secs same sorry

ramirok_ 03/01/2026 2:58 PM

is this entities error or why in the unnhok part all the space block are air and in the hookable some are unhook and others ai

ramirok_ 03/01/2026 2:58 PM

air

Deleted User 03/01/2026 2:59 PM

insta decline

ramirok_ 03/01/2026 2:59 PM
retsot 03/01/2026 3:25 PM
  • design fix
🆙 1
DDNet-Testing 03/01/2026 3:25 PM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

👎 1
DDNet-Testing 03/01/2026 3:25 PM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

markus777777 03/01/2026 3:44 PM

I think it would be cool if the channel owner could also click on the blue checkmark to approve maps from other people

DDNet-Testing 03/01/2026 3:46 PM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

retsot 03/01/2026 4:22 PM

added key that open finish

🆙 2
DDNet-Testing 03/01/2026 4:22 PM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

DDNet-Testing 03/01/2026 4:22 PM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

retsot 03/01/2026 4:22 PM

please just make me a channel owner

ramirok_ 03/01/2026 4:48 PM

🔥🔥

DDNet-Testing 03/01/2026 4:56 PM
⚠️ Map Bugs found! ⚠️

Debug Output:

Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

ramirok_ 03/01/2026 5:24 PM

Add timecp on keys

markus777777 03/01/2026 5:25 PM

That's smart, until the next update

retsot 03/01/2026 5:35 PM
  • made both keys required
  • added time cp on keys
👌 2
🆙 2
DDNet-Testing 03/01/2026 5:35 PM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

markus777777 03/01/2026 9:01 PM
  • made the keys bigger
  • added HD
🆙 2
👌 2
l._ouis 03/01/2026 10:34 PM

good map rls

Deleted User 03/01/2026 10:35 PM

yes

l._ouis 03/01/2026 10:37 PM
l._ouis 03/01/2026 10:37 PM

ez

ramirok_ 03/02/2026 10:01 AM

I do 6🗣️🗣️🗣️ (ver with no keys xdxd)

markus777777 03/02/2026 3:58 PM

ummm, where's the release?

thonk 4
l._ouis 03/02/2026 5:06 PM

fr

ramirok_ 03/02/2026 9:43 PM
@l._ouis

The time it takes to generate the map, but you change seconds to days 😄

ds273 03/03/2026 1:08 AM

imo the title logo at map spawn looks very awkward (it reminds me of a mix of mspaint drawings and warped AI-gen text) and should prolly be redesigned in vector graphics. it's just very inconsistent with itself and not in a way that feels particularly intentional.

the other text should be more legible, dark blue + black on a dark background is very hard to see

I do really like the concept for the rest of the map's visual design though, and the use of the dragon curve is a very nice touch (though again it kinda disappears if you actually zoom out to see it)

markus777777 03/03/2026 5:43 AM

I can just delete the map logo if it doesn't fit

markus777777 03/03/2026 5:47 AM

made the text lighter

🆙 2
👌 2
gorp_tw 03/03/2026 7:04 AM

you've made a mistake letting me see this channel

gorp_tw 03/03/2026 7:05 AM

ill post all 17 optimizations soon (watch me be right and there's actually 17)

👌 1
.ankru 03/03/2026 8:48 AM

^now that's gonna be the fastest possible design

gorp_tw 03/03/2026 4:41 PM

ye this is very not efficient xd

gorp_tw 03/03/2026 4:41 PM

not sure where to start

gorp_tw 03/03/2026 4:42 PM

doors are assembled vertically and also checked in that direction

gorp_tw 03/03/2026 4:48 PM

on the phone rn but i start cooking soon

gorp_tw 03/03/2026 5:02 PM
@markus777777

any particular reason why these are 3x3 and not 2x2? just disable gravity and the corner will work for 255.

gorp_tw 03/03/2026 5:02 PM

its odd, some places you use tune but not always

markus777777 03/03/2026 5:03 PM
@retsot

questions about maze to him

gorp_tw 03/03/2026 5:03 PM

ok sorry xD

markus777777 03/03/2026 5:03 PM

np

retsot 03/03/2026 5:04 PM

cammodudes idea

gorp_tw 03/03/2026 5:05 PM

struck by cammodude's designs again

gorp_tw 03/03/2026 5:05 PM

a second cammodude design has struck the towers

retsot 03/03/2026 5:05 PM

whats the first one

gorp_tw 03/03/2026 5:06 PM

you can more efficiently check these (and compact this) to 1 tile per switch vertically

gorp_tw 03/03/2026 5:06 PM

they all teleport to the same place though so im not sure why these are different switches yet, i think i need more time to understand how this works

retsot 03/03/2026 5:07 PM

it checks if any of the neighboring cells arent visited

gorp_tw 03/03/2026 5:07 PM

makes sense

gorp_tw 03/03/2026 5:07 PM

so you basically have a 4-way OR

retsot 03/03/2026 5:07 PM

yes

gorp_tw 03/03/2026 5:09 PM

most efficient way would be this, pretty sure. use velramp_curvature 1 and gravity 32 (1 tick per tile movement downwards)

gorp_tw 03/03/2026 5:10 PM

tp in at the top, check right, left, right, left (reason for this is that doors affect X speed for more than the collided tick)

gorp_tw 03/03/2026 5:10 PM

also you probably need air_friction 1 so that there's no friction for the tee

retsot 03/03/2026 5:11 PM

vel_ramp

gorp_tw 03/03/2026 5:11 PM

for all but the first tp in, you need gravity 0 to not add extra downspeed per tick

gorp_tw 03/03/2026 5:11 PM

if you prefer it's all the same tune, i can find a tile that works with just speeder

retsot 03/03/2026 5:11 PM

i dont think i care about that

gorp_tw 03/03/2026 5:16 PM

there's also a minor quirk with your design (not that it matters i think?) which is that lower switches that are off cause the higher ones to only block 3 tele

gorp_tw 03/03/2026 5:16 PM

because of door overrides

gorp_tw 03/03/2026 5:17 PM

so depending on the state of the bitfield you'll leave in a variable number of ticks

retsot 03/03/2026 5:18 PM

okay

gorp_tw 03/03/2026 5:20 PM

you have the lowest blocking 4 tele, so assuming it always exits in 3 it might be okay

gorp_tw 03/03/2026 5:24 PM

45 speed with 45 angle works for small distances. im always in the highlighted tiles

gorp_tw 03/03/2026 5:37 PM

works good for me. tune is grav 0 velramp curve 1 air friction 1

poggers 1
gorp_tw 03/03/2026 5:38 PM

45,45 32,180 32,0 32,180

gorp_tw 03/03/2026 5:38 PM

you can put door length in walls (TIL)

gorp_tw 03/03/2026 5:38 PM

this is both a space and time improvement

gorp_tw 03/03/2026 5:39 PM

working on 4x2 design for these 3 switch triggers

gorp_tw 03/03/2026 5:47 PM

you can also save some time with blue tele (you can keep downward speed on the tee the whole time then you never have to waste a tick speeding up)

gorp_tw 03/03/2026 6:04 PM

3 switch trigger. angle is still 45, but uses 136 to go in a 3x3 (either hits the door and goes down 3 triggering the switches or goes 1x1 down-right and leaves

.ankru 03/03/2026 6:05 PM

ive done 2x2 myself i just wanted it to be more understandable as a screenshot

gorp_tw 03/03/2026 6:05 PM

this is a replacement for this

markus777777 03/03/2026 6:06 PM

troll

.ankru 03/03/2026 6:07 PM
gorp_tw 03/03/2026 6:07 PM

if you prefer a cleaner design for the first, you dont need all the tele. makes it easier to see the doors

gorp_tw 03/03/2026 6:10 PM

conveniently i already have this 2x2 design from a mafia/among us style map im working on, its so small you dont even need tune but you might as well put it in there to be cconsistent

gorp_tw 03/03/2026 6:11 PM

ignore the switch in the tpto its for that design

gorp_tw 03/03/2026 6:12 PM

oh i see you disable 226 to toggle between the states?

gorp_tw 03/03/2026 6:12 PM

i guess then just delete the 1 off here and keep your 226 where my 255 off is

gorp_tw 03/03/2026 6:13 PM

the only remaining thing i dont understand is tp 82. are you checking all of these to make sure the maze is sufficiently completable?

retsot 03/03/2026 6:14 PM

if all the cells are visited

gorp_tw 03/03/2026 6:14 PM

can you shortcut to teleport back in the middle, or it always has to re-eval from the top

retsot 03/03/2026 6:15 PM

i guess

retsot 03/03/2026 6:15 PM
@markus777777

had this idea but i think it wouldnt be that much faster

markus777777 03/03/2026 6:15 PM

☑️☑️☑️☑️☑️☑️☑️☑️

gorp_tw 03/03/2026 6:16 PM

is this one per cell? if you're always turning it off cant you do binary

gorp_tw 03/03/2026 6:16 PM

or wait, always on

gorp_tw 03/03/2026 6:16 PM

i need to restart the map and see what happens xd

retsot 03/03/2026 6:16 PM

always on

👍 1
gorp_tw 03/03/2026 6:17 PM

so basically you're checking each door sequentially but it starts at the top for the 226 check

👍 1
gorp_tw 03/03/2026 6:18 PM

you could use a binary adder for this which would turn 81 switches into like, what, 6? xD

gorp_tw 03/03/2026 6:18 PM

or 7 im not sure

gorp_tw 03/03/2026 6:18 PM

SIIIX SEEEEVENNNNNNN

retsot 03/03/2026 6:18 PM

but it doesnt go from top to bottom

gorp_tw 03/03/2026 6:18 PM

yes 7 switches. so i can show how to make a 7-adder

retsot 03/03/2026 6:18 PM

its random

gorp_tw 03/03/2026 6:19 PM

so for this, they can be randomly on?

👍 1
gorp_tw 03/03/2026 6:19 PM

dont they all have to be on to reach the bottom?

retsot 03/03/2026 6:19 PM

yes

gorp_tw 03/03/2026 6:19 PM

they're just turned on in a random order i guess

gorp_tw 03/03/2026 6:19 PM

yeah ok that makes more sense

retsot 03/03/2026 6:19 PM

they represent visited cells

gorp_tw 03/03/2026 6:19 PM

ye

gorp_tw 03/03/2026 6:20 PM

but like, they get the same tp no? so adding 1 to an adder is essentially the same as making any random door closed

gorp_tw 03/03/2026 6:20 PM

assuming you're making sure you're not closing a closed door?

retsot 03/03/2026 6:20 PM

its for the other checks

retsot 03/03/2026 6:20 PM

too

gorp_tw 03/03/2026 6:20 PM

like is it guaranteed to turn one on?

gorp_tw 03/03/2026 6:20 PM

ah

gorp_tw 03/03/2026 6:20 PM

ok one sec ill keep looking

retsot 03/03/2026 6:21 PM

i guess i could just make other checks check if the cell has any of its doors open but thats kinda stupid

retsot 03/03/2026 6:21 PM

and probably way slower

gorp_tw 03/03/2026 6:21 PM

yeah i see

gorp_tw 03/03/2026 6:22 PM

i love a good puzzle :3

gorp_tw 03/03/2026 6:28 PM

if we're doing math right (this is unlikely im tired) worst-case for the 81-checker is 3.888 seconds and you enter like 81 times, with an average of 1.944 (curly is my numbers person i just do the talking)

gorp_tw 03/03/2026 6:29 PM

this doesnt include 226 check but meh i forgot

ramirok_ 03/03/2026 6:30 PM
ramirok_ 03/03/2026 6:30 PM

Hi gogp

gorp_tw 03/03/2026 6:30 PM

hello ramaa

retsot 03/03/2026 6:30 PM

with 226 check it only falls ~7 times (i made the number up)

gorp_tw 03/03/2026 6:30 PM

are you not double a now?

gorp_tw 03/03/2026 6:30 PM

oh i see

gorp_tw 03/03/2026 6:31 PM

is it rama now

@ramirok_
gorp_tw 03/03/2026 6:35 PM

i just realized this gif doesnt just repeat after the first lick cus there's some frames u see thru the tongue

gorp_tw 03/03/2026 6:35 PM

brb i gotta pee

ramirok_ 03/03/2026 6:38 PM

Is Ramaa but I miss the change name and in a random server I change full profile and not sv xddddd

ramirok_ 03/03/2026 6:38 PM

And I lose the wings

ramirok_ 03/03/2026 6:38 PM

Of my old name xdxd

gorp_tw 03/03/2026 6:39 PM

huh, i am still really confused but i will say ramaa again

gorp_tw 03/03/2026 6:54 PM

it might be kinder to those with bad computers to design the outside with stoppers instead of doors, since they never turn off

gorp_tw 03/03/2026 6:55 PM

i dislike the stoppers here since they're not needed like the rest of the maze, you should be able to reach here with 9 length doors?

gorp_tw 03/03/2026 6:55 PM

and if you're trying to have a diagonal angle from the left or above ur probably gonna hit these

gorp_tw 03/03/2026 6:57 PM

i think actually, much more than the 81-tick dropper, blue tele is going to save you so much time since you tp so much

gorp_tw 03/03/2026 6:57 PM

you basically make the assumption that at each exit you're going to restore some default vector for checks, probably 1x1 down-right

gorp_tw 03/03/2026 6:58 PM

then you dont have to waste the entry tick getting the speed again

gorp_tw 03/03/2026 6:58 PM

you could actually use 3x3 down-right always since you just have extra speed for 2x2s

retsot 03/03/2026 6:59 PM

what

gorp_tw 03/03/2026 6:59 PM

sorry, this speed. 136 but same angle (45)

gorp_tw 03/03/2026 7:00 PM

so you can always use 3x3 speed in your tele exits (assuming you also stop the tee on that tick, with solid tiles)

gorp_tw 03/03/2026 7:00 PM

basically, speeders are evaluated in the same tick that you would teleport. so if you put a speeder in a blue FROM tile, they will be teleported to the tpto translated by that speed on the first tick

gorp_tw 03/03/2026 7:01 PM

tele actually has a very low priority. that's why putting switches like this (https://discord.com/channels/252358080522747904/1477444865410203678/1478453120810876988) below where the tee should be able to go even works, since switches are checked before teleport is handled

retsot 03/03/2026 7:03 PM

okay i probably need to sleep to understand

gorp_tw 03/03/2026 7:03 PM

it's okay, and i may make some edits to the map when i finish the 81-tick drop thing

gorp_tw 03/03/2026 7:26 PM

i do want to give a compliment that this map is really well organized, it seems like a lot of thought was put into the tele/switch allocation

gorp_tw 03/03/2026 7:26 PM

and ofc that this even works is amazing

gorp_tw 03/03/2026 7:30 PM

another thing we realized is that these two steps are mapped one-to-one which means the teleport step is not really needed

gorp_tw 03/03/2026 7:31 PM

so you could instead of jumping from a 37 to a 227 (which is always done if the door wasnt on) just put whatever is at 227 below it

gorp_tw 03/03/2026 7:31 PM

this saves 1 tick for every other tp not spent in the drop check

gorp_tw 03/03/2026 8:06 PM

any reason the top right and right edges are not connected like the rest of the cells? it seems like you only chose to connect the top-left and top row edges, but it would look cleaner if they were all connected like this

gorp_tw 03/03/2026 8:06 PM

ah and you did connect the bottom row and bottom-right

gorp_tw 03/03/2026 8:07 PM

maybe you did it for alignment? but it would still be aligned since this top row is offset by 2 tiles.

gorp_tw 03/03/2026 8:08 PM

(yes im working on pointless things cus i hit a dead end but dont complain)

gorp_tw 03/03/2026 9:22 PM

if the top doors are always on, why check them in the mech?

gorp_tw 03/03/2026 9:22 PM

just start checking from 1,2,3,etc.

gorp_tw 03/03/2026 9:23 PM

so corners only need to check 2 door states, and edges only need to check 3. so these can be 50% or 75% height respectively

gorp_tw 03/03/2026 10:59 PM

partially done

gorp_tw 03/03/2026 11:00 PM

with the exception of the completed check, tees always have some kind of speed before they teleport. in this case its [32,32]

gorp_tw 03/03/2026 11:01 PM

we also start checking neighbors immediately. for each cell we check the left cell, or right cell instead if we're on the left edge

gorp_tw 03/03/2026 11:03 PM

the completed check is inverted now. we can't move down in the same tick if we would be stopped by a door moving downwards in here, so we decided to just make an elevator instead :D

gorp_tw 03/03/2026 11:03 PM

note that 226 is here along with its 81 groupies (9x9 squad)

gorp_tw 03/03/2026 11:05 PM

oops i forgot the speeders so that looks confusing probably

gorp_tw 03/03/2026 11:05 PM

note that if we move left, we count on a rightwards force in the rest of the mech, so we have to fix this by applying 64 right.

gorp_tw 03/03/2026 11:06 PM

gravity is inverted for direct teleports to 82. ill explain why we cant preserve speed for some 82 teleports later

gorp_tw 03/04/2026 3:16 AM

might be the grossest thing ive ever made in ddnet? but here we are 4 hours later i guess

gorp_tw 03/04/2026 3:17 AM

for 1-9 tpto, gravity is doubled

gorp_tw 03/04/2026 3:17 AM

(which lets us set 3 switches in a tick still)

gorp_tw 03/04/2026 4:58 AM

i was very confused for a while until i realized there's an entities bug

gorp_tw 03/04/2026 4:58 AM

seems these switches weren't copied correctly, left half of the last 3 columns should be the same as the right half

gorp_tw 03/04/2026 5:02 AM

i believe this causes this boundary to always be open

gorp_tw 03/04/2026 5:05 AM

er, if 11 is ever directly accessed it always turns off (the cell below)

gorp_tw 03/04/2026 6:51 AM

i rq maybe i try more tomorrow

retsot 03/04/2026 10:35 AM

the leftmost is for upper cell center left for left center right for right and rightmost for down

retsot 03/04/2026 10:36 AM

i just deleted ones that are not nedded

retsot 03/04/2026 10:37 AM

what even

retsot 03/04/2026 10:39 AM

i was too lazy to do it correctly

gorp_tw 03/04/2026 8:28 PM

so last night i had a revelation while trying to fall asleep, still playing ddnet sudoku in my head, and i think its best if i stop trying to space-optimize this

gorp_tw 03/04/2026 8:28 PM

which also means the map can be readied faster

gorp_tw 03/07/2026 4:48 AM

alright, sorry for not working on it yesterday. ill try to get this done

gorp_tw 03/07/2026 4:49 AM

it will also not look like this ^ i think i made it too messy

gorp_tw 03/07/2026 7:09 AM

damn wtf i just got this rigged ass maze

kek 5
gorp_tw 03/07/2026 7:10 AM

its like comically bad

ramirok_ 03/07/2026 1:55 PM

Why no a little change if you don't touch a button add you 1 minute and u can finish without keys🔥

gorp_tw 03/07/2026 6:38 PM

i think its always better to get the buttons then, it doesnt take that long

gorp_tw 03/07/2026 8:50 PM
@retsot

probably friction 1 of either kind and velramp doesnt belong in the maze itself

gorp_tw 03/07/2026 8:50 PM

otherwise its possible to get through the doors with speed

gorp_tw 03/07/2026 8:50 PM

ill fix this in my version. was it just gravity 0 before?

gorp_tw 03/07/2026 8:58 PM

minor entities bug

gorp_tw 03/07/2026 8:58 PM

happens in the whole column

retsot 03/07/2026 9:04 PM

but doesnt that just affect x?

retsot 03/07/2026 9:05 PM

whats the point of having different x and y physics in 0g?

gorp_tw 03/07/2026 9:07 PM

for the mech you do want same physics

gorp_tw 03/07/2026 9:07 PM

but not really for the maze, i think its best if its only gravity 0

gorp_tw 03/07/2026 9:07 PM

if you want no friction as well that's fine, but uncapping velramp in maze lets you get speeds you shouldnt get

gorp_tw 03/07/2026 9:07 PM

in x direction only, yes

gorp_tw 03/07/2026 9:08 PM

i guess you can still skip through doors vertically, which might help you get to the buttons quicker

gorp_tw 03/07/2026 9:11 PM

i guess if you are comfortable with potentially more door skips, then it doesnt need to be different tune

retsot 03/07/2026 9:12 PM

it just seems pointless to have slower speed only in 1 axis

👍 2
retsot 03/07/2026 9:12 PM

it would be better to somehow make it in both but probably not possible

gorp_tw 03/07/2026 9:13 PM

yeah you cant enforce a velramp-like thing for Y

gorp_tw 03/07/2026 9:13 PM

so ye only thing you can really do is just disable and maybe cap max speed u can get with jetpack

gorp_tw 03/07/2026 9:13 PM

it is a shame there's no friction for Y

gorp_tw 03/07/2026 9:48 PM

found more bugs

gorp_tw 03/07/2026 9:48 PM
gorp_tw 03/07/2026 9:48 PM

7 is checked as the cell above for two cells side-by-side

gorp_tw 03/07/2026 9:48 PM

second one should be 8

gorp_tw 03/07/2026 9:49 PM

where's 54 here? 72 is here twice

gorp_tw 03/18/2026 10:17 PM

can this be moved to waiting? both for bugfixes and if i choose to finish optimizing xd

gorp_tw 03/18/2026 10:25 PM

releasable as it is if the bugs are fixed but i would like to optimize it since i think it can be approx 5 times faster maybe more

__limonchik__ 03/18/2026 10:27 PM

maybe

gorp_tw 03/18/2026 10:28 PM

maybe.

gorp_tw 03/18/2026 10:28 PM

okay

DDNet-Testing 03/18/2026 10:28 PM

@Markus777777 Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

__limonchik__ 03/18/2026 10:28 PM

done

gorp_tw 03/18/2026 10:28 PM

i mean i posted map bugs and no mapper response in like 2 weeks so

gorp_tw 03/18/2026 10:28 PM

xD

gorp_tw 03/18/2026 10:28 PM

alright thanks

retsot 03/19/2026 5:49 AM

we thought you were working

💀 2
retsot 03/19/2026 6:01 AM

fixed 3 incorrect switches and an entities bug

👌 1
🆙 1
DDNet-Testing 03/19/2026 6:01 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

retsot 03/19/2026 6:01 AM

i hate this stupid bot

markus777777 03/19/2026 6:02 AM

He accepted it quickly this time, don't offend him😠

retsot 03/19/2026 6:03 AM

bad stupid idiot bot

💀 1
markus777777 03/19/2026 6:04 AM

Why didn't it exit the waiting mapper?

retsot 03/19/2026 6:04 AM

because bad bot

DDNet-Testing 03/19/2026 6:04 AM

:(

nobot 5
retsot 03/19/2026 6:15 AM
  • fixed a thing
👌 1
🆙 1
DDNet-Testing 03/19/2026 6:15 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

angry 1
retsot 03/19/2026 6:30 AM
  • fixed a door
👌 1
🆙 1
DDNet-Testing 03/19/2026 6:30 AM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

DDNet-Testing 03/19/2026 6:40 AM

Submission owner changed to @Retsot.

retsot 03/19/2026 6:41 AM
DDNet-Testing 03/19/2026 6:41 AM

@Retsot Your map channel has been moved back to TESTING.

gorp_tw 03/19/2026 7:52 AM

pog

gorp_tw 03/19/2026 7:52 AM

yea maybe give it like a week and if im too lazy to upload fast version then just rls

gorp_tw 03/19/2026 7:52 AM

i feel bad for making u wait for nothing

Deleted User 03/22/2026 1:55 AM

ready?

gorp_tw 03/22/2026 4:02 AM

how about test and dont be funmapphobic :(

gorp_tw 03/22/2026 4:03 AM

i mean this is like the one thing u said and i was gonna fix xd

liber_0 03/22/2026 11:49 AM

I think this good idea for fun map

💪 3
👍 3
markus777777 03/22/2026 11:50 AM

thanks :3

kek 2
ds273 03/22/2026 10:41 PM

i still think it could really use a better logo if that hasnt been changed still i could take a shot at making one but it might be a bit cause im busy

👍 3
retsot 03/23/2026 5:41 AM

he just googled maze font and added gradient and outline btw

markus777777 03/23/2026 8:57 AM

If I had drawn it myself it would have been much worse💀💀💀

retsot 03/27/2026 9:08 PM

still working?

gorp_tw 03/27/2026 9:21 PM

i havent worked on much since, been busy

gorp_tw 03/27/2026 9:21 PM

i do have this semi-optimized version that just changes the 255 picker

gorp_tw 03/27/2026 9:25 PM
👌 2
🆙 2
DDNet-Testing 03/27/2026 9:25 PM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

DDNet-Testing 03/27/2026 9:25 PM
⚠️ No changelog found! ⚠️

@gorp Please save our testers some time and include a changelog ALONGSIDE your map uploads (pref. with screenshots) !

gorp_tw 03/27/2026 9:26 PM

ideally all of the tele to single destination has blue tele

gorp_tw 03/27/2026 9:27 PM

hm, my version is buggy D:

gorp_tw 03/27/2026 9:27 PM

oh i know what i messed up

gorp_tw 03/27/2026 9:37 PM
  • converted 255 to blue tele
👌 2
🆙 2
DDNet-Testing 03/27/2026 9:37 PM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

gorp_tw 03/27/2026 9:38 PM

most of the mech happens in the neighbor checkers so its not a big improvement

markus777777 03/27/2026 9:38 PM

it is still possible to die

gorp_tw 03/27/2026 9:40 PM

yeah im really confused. i thought it was just a hot_reload bug

gorp_tw 03/27/2026 9:40 PM

also it seems like it can take a while to find a free cell when it goes back to 82

gorp_tw 03/27/2026 9:40 PM

dunno if this is also worst-case for original map

gorp_tw 03/27/2026 9:41 PM

i guess im just bad!

gorp_tw 03/27/2026 9:42 PM

i think these doors being uneven spacing in the tall section and in the neighbor checks is becoming a problem

gorp_tw 03/27/2026 9:42 PM

ill change the tall section to zigzag which should fix some of this

markus777777 03/27/2026 9:44 PM

everything is fine, don't be upset

gorp_tw 03/27/2026 9:44 PM

i also mentioned to curly we should check for completeness in a non-linear way. so we should check over large hops to see if tightly-grouped sections are probably done

gorp_tw 03/27/2026 9:45 PM

so instead of checking from 1-81, we should check maybe 10 first (4 neighbors) then opposite corner from that, doing big hops throughout the cells

gorp_tw 03/27/2026 11:06 PM
  • silly broken 82 check (hits top of doors that are lower, need to make it taller probably)
👌 2
🆙 2
DDNet-Testing 03/27/2026 11:06 PM
⚠️ Submission not by channel owner. ⚠️

Submission needs to be verified first. Click on the "☑️" reaction to approve.

gorp_tw 03/27/2026 11:06 PM

i can look again after work but the idea is there

Deleted User 03/27/2026 11:08 PM

i can approve?

ramirok_ 03/28/2026 1:32 AM

Can I approve?*

Deleted User 03/28/2026 1:33 AM

nah your not tester

ramirok_ 03/28/2026 1:33 AM

And you an ignorant person who doesnt know how to speak english

Deleted User 03/28/2026 1:34 AM

It's a joke, relax man, I know I wrote it wrong with my intermediate English 🥀

Deleted User 03/28/2026 1:35 AM

I can see the asterisk at the end of the sentence.

ramirok_ 03/28/2026 1:35 AM

Translator final boss

gorp_tw 03/28/2026 4:08 AM

wdym approve i said broken

gorp_tw 03/28/2026 4:09 AM

it just feels like u would be approving a map u dont understand, leave the task to a tester that can tell if the map is ready please.

gorp_tw 03/28/2026 4:10 AM

its also not my map, youd have to ask the author

gorp_tw 03/28/2026 4:13 AM

bro i have proof in my dms from you that u are not one to talk 🥀

gorp_tw 03/28/2026 4:15 AM

tbh same thing happens with volley. i ask people to test it and just cus its a Fun map no one thinks they can actually test and find bugs

gorp_tw 03/28/2026 4:15 AM

but ppl find entity bugs in much larger maps and the things i found that were wrong were not harder than that

retsot 03/28/2026 9:19 AM

who tf accepted a broken verison???

🆙 2
👌 2
sorry 2
ramirok_ 03/28/2026 12:57 PM

Fr🔥

gorp_tw 03/28/2026 5:56 PM

its like sending it on an unfinished college presentation that doesnt even load

markus777777 04/05/2026 6:27 PM
@gorp_tw

Should we just wait? I just don't quite understand what's happening with the map

gorp_tw 04/05/2026 7:36 PM

i said i dont really have time (honestly energy) to keep trying to optimize it, if you are both happy with releasing it unoptimized i think the map works if those things were fixed

gorp_tw 04/05/2026 7:36 PM

i had a random spike of energy there but it kinda died

gorp_tw 04/05/2026 7:37 PM

i think retsot should swap it back to letting you get same speed for X and Y in the maze, it let you skip more places but it did feel nice

gorp_tw 04/05/2026 7:37 PM

i know i said to not allow it but you cant prevent them from skipping doors going up and down

gorp_tw 04/05/2026 7:37 PM

if both of you are happy with it, i will test a final time and just make sure there's no bad bugs

gorp_tw 04/05/2026 7:38 PM

sorry to be confusing and annoying and insert myself into the process ><

retsot 04/05/2026 7:46 PM

im probably going to optimize it but idk

retsot 04/07/2026 4:09 PM
@gorp_tw

im struggling, the tee comes from 85 with speed of 1block/tick downwards, if the bottom door is active the tee looses downward speed, can i somehow make the door only 1 tile or make it work somehow else? (tune removed for readability)

retsot 04/08/2026 2:51 PM

ok, making it 2blocks/tick solved it but its 2 times bigger cuz of this

retsot 04/08/2026 6:48 PM
  • Decreased generation time massively -# * Went insane
🆙 2
👌 2
retsot 04/08/2026 6:50 PM
  • forgor to remove test thing
🆙 2
👌 2
retsot 04/08/2026 7:03 PM
  • forgor to fix fun and info tp
🆙 2
👌 2
retsot 04/08/2026 7:33 PM
  • fixed a bug that would cause you to get stuck during generation
🆙 2
👌 2
markus777777 04/08/2026 7:54 PM

i didn't find any more bugs, the generation time was reduced significantly, there were no complaints about anything else, so i think the map is ready for release

retsot 04/09/2026 12:26 PM
  • further reduced generation time
🆙 2
👌 2
retsot 04/09/2026 12:59 PM
  • changed finish slightly
🆙 2
👌 2
retsot 04/09/2026 7:33 PM
  • changed finish slightly (again)
  • fixed some minor entity/design bugs
🆙 2
👌 2
gorp_tw 04/10/2026 2:46 AM

the way that blue tele works is that their teleported position is translated by the speed they had when they entered the tele. so, if you have a unit speed of +1,+1 then you will spawn inside that door.

gorp_tw 04/10/2026 2:47 AM

you can make 1 tile doors by putting the Extend tile into a solid, if that's a separate thing you want

gorp_tw 04/10/2026 2:47 AM

sorry for the late reply, ive been taking a break from ddnet

gorp_tw 04/10/2026 2:47 AM

TLDR? or is it too much and i should just go look

gorp_tw 04/10/2026 2:48 AM

i assume you already know about doors not allowing you to move in a unit direction (-X, +X, -Y, +Y) for an additional tick after collisions

👍 2
gorp_tw 04/10/2026 2:49 AM

so you have to be careful with that when doing high-speed mech, otherwise you will assume you can keep pushing them in the same direction. that's why the mech in volleyball currently is so complex, we have to keep choosing a new direction to move them in for it to be fast

retsot 04/10/2026 10:26 AM

well, theres the cube now

retsot 04/10/2026 10:29 AM

my problem was that the tee would get stopped if the 229 door was active, the solid tile would just always block them

retsot 04/10/2026 10:48 AM

actually it wouldnt but now its only possible to activate/deactivate 1 switch and i need 2

retsot 04/10/2026 12:57 PM
  • made the mech considerably smaller
🆙 2
👌 2
gorp_tw 04/12/2026 9:57 PM

uhhhhhhh wow you really changed it a ton

gorp_tw 04/12/2026 9:57 PM

i think i can assume just by looking at this that it is in fact optimized

gorp_tw 04/12/2026 9:58 PM

like the way you mapped it seems like you have total understanding of the best ways now

gorp_tw 04/12/2026 9:58 PM

assuming no bugs found in next 2 weeks, this should be marked for release IMO

gorp_tw 04/12/2026 9:58 PM

great work!

gorp_tw 04/12/2026 9:59 PM

even adjusted the ending so you dont hit stoppers

gorp_tw 04/12/2026 10:08 PM
  • so you have 254 and 255 so you can deal with the cases where you're on the right and left separately? i guess that's one way to handle that
  • when i was redesigning the "done" check i scrambled the order so that you check the farthest cells from other cells you check in sequence. i notice you still start at 1, after giving them 2t speed down. if you want to further optimize it, i think you should start the tee in the center of the grid, then do visited checks with maximum total hop distance
gorp_tw 04/12/2026 10:15 PM

basically, you come up with some sequence where you always pick a new cell based on how many neighbors are "probably" not checked (this is just based on the first TP in, which i think is your CP in this case)

gorp_tw 04/12/2026 10:15 PM

i can post the order i came up with, it wasnt perfect though and you might be able to bruteforce or algorithmically define some better order

gorp_tw 04/12/2026 10:17 PM

my list also skipped ever checking the first cell, since you always visit it from spawn

gorp_tw 04/12/2026 10:33 PM

order is based on breadth-first search, and i just crossed off numbers in a drawing program, so it might not even be perfect (this assumes the player has already visited the middle cell, 41)

11, 71, 65, 17, 29, 53, 13, 69, 15, 67, 35, 47, 25, 57, 61, 21, 43, 39, 23, 59, 31, 51, 49, 33, 75, 7, 79, 3, 63, 19, 27, 55, 5, 77, 37, 45, 1, 81, 9, 73, 8, 74, 6, 76, 4, 78, 2, 80, 10, 72, 28, 54, 46, 36, 64, 18, 66, 16, 68, 14, 70, 12, 62, 20, 44, 38, 26, 56, 24, 58, 22, 60, 30, 52, 48, 42, 40, 32, 50, 34, 41

gorp_tw 04/12/2026 10:34 PM

i think even if you just shuffled 1-81 it would be better than checking in order xd

gorp_tw 04/12/2026 10:47 PM

if you do decide to do this btw i dont think u have to change the cp/cto, just the random neighbor tps and the switches

retsot 04/12/2026 11:00 PM

does it matter? it checks every cell only 1 time either way

retsot 04/12/2026 11:18 PM

i might make it start from middle cuz it seems to make more interesting mazes tho

retsot 04/12/2026 11:18 PM

might have found a bug actually

retsot 04/12/2026 11:19 PM

i forgot tune in one of the corners

gorp_tw 04/12/2026 11:24 PM

if you try to check cells that probably have no neighbors checked, it will fail more often, taking you back into the mech sooner

gorp_tw 04/12/2026 11:24 PM

you want your time in the dropper to be low

gorp_tw 04/12/2026 11:24 PM

and only when its probably complete

gorp_tw 04/12/2026 11:25 PM

so at first i was checking in a knights-move pattern, then i switched to a pattern that jumps between corners counter-clockwise

gorp_tw 04/12/2026 11:25 PM

and i found that generally it should be done before it even passes through 6 of them

retsot 04/12/2026 11:26 PM

but it always checks 81 cells and sends to the mech the same number of times

gorp_tw 04/12/2026 11:27 PM

the final pass it will always check yeah

gorp_tw 04/12/2026 11:27 PM

it can stay in the mech longer if it starts in the center

gorp_tw 04/12/2026 11:27 PM

since it can branch more

retsot 04/12/2026 11:29 PM

im confused how is starting position related to the dropper check pattern

retsot 04/12/2026 11:29 PM

im saying that the pattern doesnt matter

gorp_tw 04/12/2026 11:31 PM

i might not understand correctly but i thought it can loop through until it finds spot where all the neighbors are already visited

gorp_tw 04/12/2026 11:31 PM

like if it folds onto itself it goes to check if its done, and then it gets a randomized position again

retsot 04/12/2026 11:33 PM

the done check only checks a cell if it wasnt previously active when doing the check thats why all the checkpoints are there

gorp_tw 04/12/2026 11:36 PM

ye so its possible i just dont understand it right

gorp_tw 04/12/2026 11:36 PM

so it always goes through in constant time (gets next CP, eventually through to bottom)

retsot 04/12/2026 11:36 PM

yeah

retsot 04/16/2026 7:32 AM
  • bug fix
🆙 2
👌 2
gorp_tw 04/18/2026 8:36 PM

before i disappear again i think this map is great and just needs more people to test, then release fast

gorp_tw 04/18/2026 8:37 PM

retsot literally implemented all of my feedback and made it fast so its definitely ready

✅ 2
vappy19 04/22/2026 2:43 AM

Dont disappear :)

gorp_tw 05/09/2026 4:56 AM

hi please release this map its great :D

entity0704 06/03/2026 4:52 AM

hi please release this map its great :D

ramirok_ 06/04/2026 2:01 AM

hi please release this map its great 😄

entity0704 06/04/2026 10:22 AM

it seems there's an extra setting here, but i think it has no impact (maybe it will be auto optimized when releasing?)

retsot 06/04/2026 10:51 AM
  • ^
🆙 2
👌 2
retsot 06/04/2026 10:51 AM

now release for sure

RR 3
EE 2
LL 3
🇪 3
AA 3
SS 3
📧 3
gorp_tw 06/05/2026 12:44 AM

nixus was gonna ready this like 3 months ago and now that it's had the biggest glow up a map has ever seen it's like it doesn't exist

gorp_tw 06/05/2026 12:44 AM

like, ready to full send, unoptimized untested

gorp_tw 06/05/2026 12:44 AM

now that it's polished no1 cares xd

retsot 06/05/2026 5:17 AM

theyre waiting for deco overhaul

ililja 06/05/2026 8:25 PM

change everything

ililja 06/05/2026 8:25 PM

even the concept

ililja 06/05/2026 8:25 PM

then release

gorp_tw 06/06/2026 11:11 PM

deco overhaul?

Deleted User 06/06/2026 11:16 PM

Maybe the testers just aren't testing the map itself, so they can give it a ready

retsot 06/07/2026 3:26 AM

complete redesign (not happening btw)

ninja25226 06/07/2026 3:11 PM

movement is a bit hard. can you make so the tee doesnt get so much momentum??

f3 3
retsot 06/08/2026 3:51 AM

wdym? reduce the jetpack strength?

ninja25226 06/08/2026 9:12 AM

or air resistance

ninja25226 06/08/2026 9:12 AM

i dont know how it works, but you shoot a bit and you fly with no friction like it was space

retsot 06/08/2026 9:59 AM

turn off entites

ninja25226 06/08/2026 10:42 AM

?

retsot 06/08/2026 10:43 AM

the design is literally in space

ninja25226 06/08/2026 10:55 AM

yes but theres 0 friction, its just unconfy

ninja25226 06/08/2026 10:55 AM

if at least you put a bit of friction is ok

retsot 06/08/2026 11:42 AM

i kinda want it to be identical in x/y directions and theres no friction for y so idk

gorp_tw 06/12/2026 12:51 AM

yeah i think lowering the jetpack_strength would be nice since you kept the velramp stuff in

gorp_tw 06/12/2026 12:52 AM

would still play naturally x/y like you say

gorp_tw 06/12/2026 12:52 AM

both for making it easier and not easy to skip, 2 birds one stone xd

retsot 06/13/2026 9:29 AM
  • set the jetpack strength to 200
🆙 4
👌 2
retsot 06/13/2026 9:30 AM

tbh i think it makes it even less controllable but i wanna hear what others think

gorp_tw 06/14/2026 4:00 AM

ill test it

gorp_tw 06/14/2026 4:05 AM

definitely feels too slow now, if there was a way to set a max speed that would be cool, but yeah maybe try 300

gorp_tw 06/14/2026 4:08 AM

i still think a max speed tile would be a great addition to the game, since speeders always impose it in some direction and the force cannot be disabled

retsot 06/14/2026 9:14 AM
  • 300 jetpack strength
🆙 2
👌 2
ivanverba 06/14/2026 8:30 PM

better to add unsolo for more fun. The laser isn't make sense because there is no freeze in this section

ivanverba 06/14/2026 8:32 PM

make this half hookable to save some time

retsot 06/14/2026 8:54 PM

endless hook

retsot 06/14/2026 8:55 PM

just kill yourself (in game)

justatest 5
thonk 2
ililja 06/20/2026 6:50 AM

hi please release this map its great :D

👍 2
gorp_tw 06/23/2026 3:41 AM

if no one can manage to get stuck with 300 its rls for me

gorp_tw 06/23/2026 3:41 AM

if you have to travel like 6 cells or something in a row (really lucky) in order to clip i think its fine

retsot 06/23/2026 4:14 AM

you can skip only if all except the last door are open

retsot 06/23/2026 4:16 AM

like this

gorp_tw 06/25/2026 8:10 PM

yeah that's so like, doesnt matter at all! rls!

popcorn181 08/22/2026 9:08 PM

cool map

f3 3
popcorn181 08/22/2026 9:43 PM

rls when

?

vappy19 08/23/2026 11:32 AM

Fun maps can release at any time right?

@snailx3
markus777777 08/23/2026 5:52 PM

ye

joaovgarda 08/26/2026 2:42 PM

really. its a cool map

ocosar 09/08/2026 9:04 AM

you can skip with less, also works horizontally, would be nice if you find a way to fix it

cut.mp4
7.52 MB
ocosar 09/08/2026 9:07 AM

if you can't fix it then I'll ready it as it is now

DDNet-Testing 09/08/2026 9:07 AM

@Retsot Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

retsot 09/08/2026 9:41 AM

i dont think there is a way to fix it tbh maybe someone could make better door and stopper tiles in the future so that stuff like this doesnt happen

retsot 09/08/2026 9:49 AM

i think i was accidentally testing with jetpack strength 200

DDNet-Testing 09/08/2026 9:56 AM

@Retsot Your map channel has been moved back to TESTING.

DDNet-Testing 09/08/2026 9:57 AM

⭐ Channel state set to Release Candidate!

First ready set. The map needs to be tested again by a different tester before fully evaluated.

Suggested rating: Rating: ★☆☆☆☆

knusk1 09/11/2026 10:30 PM

such a cool concept

knusk1 09/11/2026 10:30 PM

fun to play

DDNet-Testing 09/11/2026 10:34 PM

⭐ Auto Maze is now ready to be released!

Suggested ratings: ★☆☆☆☆, ★☆☆☆☆

Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1477444865410203678/1515645509287805030

DDNet-Testing 09/11/2026 10:34 PM
🆙 1
s1lenceloud 09/12/2026 9:11 AM

gg guys

markus777777 09/12/2026 2:21 PM

hi, could the map be released on September 19th at 09:09 UTC?

giorno45 09/12/2026 3:27 PM

9999999

ililja 09/12/2026 4:15 PM

and 09 seconds

s1lenceloud 09/12/2026 6:15 PM

🥰

balami. 09/12/2026 6:37 PM

there is a tournament on the 20th so idk i guess

@snailx3

needs to decide 😅

vappy19 09/12/2026 6:51 PM

its a fun map

snailx3 09/12/2026 6:59 PM

i mean its fun so it doesnt rly matter, if u dont mind a fun release the same day as your map

@balami.

(there wont be any announcement for the fun map tho)

👍 1
balami. 09/12/2026 7:08 PM

ahh yeah i forgot

balami. 09/12/2026 7:08 PM

just wanted to remind everyone of the tournament before the decision is made

balami. 09/12/2026 7:09 PM

actually i realised that my map also releases on the 19th

balami. 09/12/2026 7:09 PM

yeah whatever 😅

snailx3 09/13/2026 5:10 AM

ye, also if u want we can move ur map to avoid getting overlapped by tournament (didn't know about it either until it was announced, sorry for that xd)

balami. 09/13/2026 8:36 AM

i also didnt pay too much attention.. btw technically you have access to the channel where we planned the tournament date, but yeah i didnt think about tagging you either.. i guess moving my map to the next free date makes sense, but i am fine either way

snailx3 09/13/2026 8:42 AM

ye thats my fault i'll pay more attention to these channels

brownbear 2
snailx3 09/13/2026 8:42 AM
@balami.

next free date would ideally be <t:1791637200:F>. does that work?

snailx3 09/13/2026 8:44 AM

either way I scheduled your map for it, there will be ingame broadcast and should be discord message if bot doesnt bug

👍 2
balami. 09/13/2026 8:49 AM

Sounds good, maybe 3-4 hours earlier would be nice so the chinese community has more time to play the map before hopping into bed, but again i am fine either way

snailx3 09/13/2026 8:50 AM

ok ill make it 11 AM our time

snailx3 09/13/2026 8:50 AM

I'll edit the current message in

#map-releases

, i don't like that it's not in release order but deleting and posting again is even more confusing i guess lol

👍 2
DDNet-Testing 09/19/2026 9:13 AM

🎉 Map Released!

@Retsot your map has just been released!

You now have a grace period of 14 days to identify and resolve any unnoticed bugs or skips. After this period, only design and quality of life fixes will be allowed, provided they do not affect leaderboard rankings.

⚠️ Significant gameplay changes may result in rank removals.

Good luck with your map!


Grace Period Ends <t:1791018833:F>

Make sure to review your map thoroughly before the grace period ends!

DDNet-Testing 10/01/2026 6:06 PM

@Retsot The grace period for Auto Maze ends <t:1791018832:R>. If you have any final fixes, submit them before the channel gets archived.

DDNet-Testing 10/03/2026 6:06 PM

The grace period for Auto Maze has ended. The channel will be archived automatically in a few days.